successfully applying Poses - need advice


#1

ok, maybe I am thinking wrong about this. I have a simple standing animation over 120 frames from motionCaptureData with very subtle movement. now in order to cycle this animation and making a clean transition from last to first frame again I used a Pose copied from frame 1 to frame 120 on a 2nd layer. (also empty_keyed somewhere at frame 110 to not have the transition all over the anim)

problem: no matter which settings I use from poseControl to create, copy or paste poses I allways get a slightly different pose at the last frame.

please can anyone tell me how to just copy a pose sucessfully from first to last frame so I get a clean transition? or do I have a wrong understanding of layered animation and it just doesn´t work with mocap + a 2nd layer…?

thanks a lot!

edit:

what doesn´t get pasted correctly are the rotation values of my rootbone. it seems that every joint/effector has the correct translation/rotation values exept the rootbone´s rotation differs every time.


#2

Hi, I’m not too sure about this, but it might be because you are posing on top of a layer that allready has animation. Try posing in the base layer.

Also, make sure keying mode is set to full body, and select all the controls on the rig.

Hope that helps…


#3

thx for your reply dude!

this is exactly the big question here if it does or does not work when poses are applied onTop layers. fact is, my base layer has a key every frame because it is motionCapture data. so the pose would be interpolated within one frame, which wouldn´t be working ofc, so I need it on a 2nd layer. but I am sure it has to be working because how would anyone else make changes with motionCaptured animations?

other than that, I allready tried all different keying modes with FK/IK, all/some effectors, PoseControls with T/R(xyz) checked/unchecked, gravity, etc… I must have overseen something very simple I think.

STILL NEEDING HELP


#4

there are a couple of things that might help. I just hope I’m not telling you things you’ve already tried. in no particular order…

[ol]
[li]Put a flat key on the first frame, create a pose and paste it on the last frame.[/li][li]If you paste the pose with match rotation and translation turned off, MB will paste the pose in exactly the same place as you created it. With match turned on it will paste the pose relative to the joint you have selected on your control rig.[/li][li]Try turning on reach IK and FK on the control rig.[/li][li]Make sure story is off if you aren’t using your character in story mode.[/li][li]Try closing and opening MB again. I’ve seen this fix quite a few issues.[/li][/ol]
Hope these help


#5

thx for your helpful input!

I didn´t try story in off mode. but again, this couldn´t fix it.
the very very weird thing, and what I just really don´t understand is -

pasting poses work. it seems so for all joints and ikHandles a 100% exept the hips where it works for like 98%. now some1 can call me an insisting nerd, but what are those 2% incorrection ?? i even used FCurves to make the beziers nice and round. but it is definitely a change in rotation/translation values for the hips what happend in nirwana between copy and paste.

since the character will be seen from far away only I guess I´ll leave it for now. but next project will be with closeups so I would need a solution for that anyway.

thx for your helps so far.


#6

Make sure you don’t have some kind of strange limit or a chracterazation issue with your skeleton.

Otherwise, to check if it is truly a pose paste issue (also try and make sure your useing the lastes service patch…there were lots of fixes for 7.5 that is really a pain but they are needed)

anyway… paste the pose on the same frame , copy the pose, pick the root control and paste agian… is it the same?

if not, can you fix it by hand by rotating the root or does it not let you… I am feeling like its just a bug held over from a non patched build.

if you want a pose to paste the same as it was copied… turn off the matching , as the other post said… the layers should not matter as its the way it is made to work.


#7

this bugfix thing starts to make sense. and no I cannot type in values manually. as soon as i hit enter - the old values show up again. pasting pose to whatever effector makes the whole character change but only the hips dont alter correctly.

I´ll try it with latest hotfixes.

thank you for information on this.


#8

ext2 + hotfixes didn´t resolve this issue. must be something else.


#9

I have done this more times than I can count and it does work… make sure your skeleton is characterized correctly. and that you have reach on for the hips…


#10

thx for your reply. actually I am sure forr 99.9% that it is characterized the right way. since it is a rather easy process I couldn´t guess what went wrong. but I ofc might be. reach TR is on.

it didn´t make any difference.


#11

I think I start getting near the problem. what no1 ever mentioned so far was that whichever IKhandle I select from a Character to paste poses, that this IKhandle is the “startpoint” of the pasted pose created. not even the docs lose any word concerning this issue or I must have overread it twice.

as a matter of fact I think - this turns out to be my real problem here because:

I just want to C&P the same pose in world space for each IKhandle of the Character from fram 1 to last frame. now what happens is, that when I grab a IK_h and paste my pose, that exactly this IK_h is the starting point of my new pose, which in turn - can NEVER be the same pose like in frame1. that´s why every joint has completely different rotation values in the last frame.

I saw a tutorial yesterday, where the guy explains how to pose and for what issues to look out. it was all pretty clear afterwards… exept again - 1 thing - my problem he left out to cover in the tutorial.

how for christ´s sake can I force MB to create the same pose at the end of the anim taken from the start? I can ofc allways arrange the Character´s joints in the exact same position - in local space of a selected effector/IKhandle.

BUT

not in world space. it is an impossible thing to do. maybe that´s why nobody shows it in tutorials. otherwise, tons of people use this software. tons of people create walkcycles. doesn´t anyone create cycled animation from a motionCapture layer?

maybe it wasn´t so clear so far what´s exactly going on in my file. it is a very basic thing I guess. there must be such an easy solution that no1 ever thinks of me being really that stupid or careless.

please folks!
tell me what I am doing wrong.
this can´t really happen here.
I struggle with this problem since 3 weeks now.

desperately your´s
falott


#12

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